Anybody Knows
#29253 posted by Mugwump on 2017/06/23 18:46:20
where I could find HQ samples of the game's sounds? I don't have my Quake CD at hand and I'm trying to make some ambient music for the knave jam, for which I'd like to use some modified Quake sounds.
HQ Means CD Quality
#29254 posted by Mugwump on 2017/06/23 18:48:16
44kHz 16-bit. I think the sounds in the original game were sampled @ 22kHz, right?
#29255 posted by mfx on 2017/06/23 19:15:41
Yes 22Khz
Many... but not all of the sound effects from Quake 1 were from a sound library called Sound Ideas. I have access to that library and could probably track down SOME of the sounds. i.e. I have the teleport sounds as my notification sound on my phone.
:) However, these are commercially licensed tracks and it's like finding a needle in a haystack as they have been renamed for the game. Anyway, just fyi. If you let me know which sounds in the game you are looking for by filename I can search for them. No guarantees I will actually find them though. The sound library has tens of thousands of tracks! And I don't have access to all of them.
Don't Know Filenames
#29257 posted by Mugwump on 2017/06/23 20:03:14
What I'm looking for are mainly Ranger sounds, monster growls - especially the ogre and death knight - shotty and grenade sounds (explo & bounce), possibly LG too.
Oh, And Forgot To Mention
#29258 posted by Mugwump on 2017/06/23 20:05:08
lift and door sounds. Anything mechanical, ideally.
Ranger sounds and monsters were probably done by NIN for the most part. Or they've been so processed I won't be able to find them. I'll see what I can find though.
You know you can use PakExplorer to audition sounds, SEE THE FILENAMES and rip them out of the pak right?
https://www.quaddicted.com/files/tools/pakexplr.zip
#29260 posted by Jonas on 2017/06/23 22:53:57
The mindgrid audio pack has some of the original sounds in 44.1kHz. Stuff like lifts and doors. I'm pretty sure those are the originals or really close. We used them in RMQ but everybody hated them.
Various samples can be found in other, sometimes unexpected places. I made an effort to reconstruct these as far as possible for the RMQ project but since it was summarily shot down by the community, I didn't bother to finish the sound at that point. I think with one of the demos we released, someone uploaded a sound-suppression patch fpr the mod under a fake nick within a day or so. Welp, that killed my enthusiasm forever.
By the way, I think even the mindgrid shotgun sound is the original or very close to it, but nobody believes it because the character of the Quake sounds we know largely stems from the downsampling. Maybe they were processed to sound even grottier after that, it's quite possible.
In short, even with the original samples in 44.1 kHz, you'll be surprised how different it sounds. They aren't drop-in replacements.
Plus, there is the legal aspect. The collection they're from is commercial, proprietary, they're not even id software property.
Plus, there is the legal aspect. The collection they're from is commercial, proprietary, they're not even id software property.
Exactly. Not worth jeopardizing my job over!
#29262 posted by Jonas on 2017/06/24 00:08:17
Do you work for a recording studio or production company or something?
@Jonas
Yes. So I need to be more cautious in my enthusiasm for helping people out!
After a bit of Googling I found where you can buy some of them.
Check out: ELECTRONIC MAGICAL SWISH here:
http://stockmusic.com/sound_effects/sci_fi_fantasy_creatures__horror/magic_spells_fantasy_accents__glisses
#29264 posted by Mugwump on 2017/06/24 01:55:55
I'll check the Mindgrid pack, thanks for pointing it out Jonas.
Ranger sounds and monsters were probably done by NIN
I know for a fact that Ranger is Trent himself. You can actually recognize his voice in Ranger's pain scream.
You know you can use PakExplorer to audition sounds
Yes, but the original Quake sounds were in 22kHz. I could convert them easily but since I intend to use some heavy time stretch, I'd prefer 44kHz versions to avoid too much digitalization effect.
Plus, there is the legal aspect. The collection they're from is commercial, proprietary, they're not even id software property.
I don't think Trent Reznor is too uptight about the legal thing. He's made plenty of his material available in multitracks for remixers and he's even released music under CC license.
Thanks for the link, dumptruck, but 3 bucks per sample? That's a bit much...
Someone Said Go Map...
So I am. Been waiting for this all week.
https://goo.gl/photos/HX13DB71dMU5csGMA
Nice.
#29266 posted by Shambler on 2017/06/24 10:52:20
Looking very promising :)
Whatever Happened To F12?
#29267 posted by Mugwump on 2017/06/24 14:54:03
Do you really have to take actual pictures of your screen?
@29265
#29268 posted by megaman on 2017/06/24 15:19:54
wow that z-fighting
@mugwump
It's a link to a video. Just having some fun.
Oops, Failed To Notice It Was A Vid... :$
#29270 posted by Mugwump on 2017/06/24 17:38:34
I think the /photos/ part of the address might have misled me...
Löl Onetruepurple Retweeted Himself!1
#29271 posted by negke on 2017/06/25 16:45:47
Onerecursivepurple
#29272 posted by Mugwump on 2017/06/25 18:11:24
EPIC!
#29273 posted by EPIC! on 2017/06/25 20:42:54
Posting on an epic thread
Löl
Problem With A Quicksave
#29275 posted by Mugwump on 2017/06/26 04:15:00
I didn't know where to put this so I figured GA would do:
My system isn't very stable lately and I'm experiencing random crashes, not sure why. It happened while I was playing ad_sepulcher. I was around 2/3 through the map, having spent a few hours in it (I'm a slow player, especially when there's so much to look at).
The problem is that the crash seems to have corrupted my quicksave. When I try to reload it I get the following message:
Host_Error: ED_ParseEntity: EOF without closing brace
Is there a way to somehow repair my save or is all the time invested in this map gone for good?
Zip Your Save And Send It To Me...
#29276 posted by Gypsy on 2017/06/26 05:21:44
on quakeone or my email if you know it. I'll try to fix it for you.
Mugwump
#29277 posted by ericw on 2017/06/26 05:26:37
Weird.. though if your system crashed part way through writing the .sav, that would make sense. Mind uploading or emailing me your .sav file?
I did change the QS/QS-Spike .sav loading code for ad_sepulcher so I want to make sure it's not an engine bug.
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